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Indie.Dev

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Posts posted by Indie.Dev


  1. EXPLANATION OF PROJECT

    Looking for some extra talent to bring into a project I'm currently prototyping.

    The Hero Saga is a collection of epics describing the heroic deeds of countless adventurers. Built upon Wizards of the Coast's SRD5e rules used to create Dungeons and Dragons, this is a collective story telling game based on PnP tabletop RPGS, in the same vein as games such as Baldurs Gate, Neverwinter Nights, and Icewind Dale. As the GM, you collaborate with your party to unravel another chapter in the neverending Hero Saga, while adventurer-controlling players share the role that their hero plays in the saga.

     

    Striving to be the truest-to-form adaptation of the d20 rule set, The Hero Saga will include features that allow the GM to: 
    --Create their own world in real time (in place!)
    --Customize atmosphere in real time, including ambient light color, time of day, sun size, fog color, density and altitude (all in place!) and soon to include ambient sound
    --Customize terrain in real time 
    --Custom item and NPC creation in real time!
    --Much, much more!

     

    While allowing adventurers to:
    --Create a character to their specs, all within the allowances of SRD5!
    -Openly explore the entire world created for them! (In progress!)
    --Engage in traditional-to-its-roots, turn based, tactical combat!

     

    Other planned features include: 
    --Cross between real time exploration and turn based combat. 
    --3rd person or isometric at the roll of a mouse wheel!
    --Enough customization to create endless replayability!
    --Hand-painted art style

     

    REQUESTED TALENT

    I'm not a mainstream studio, I'm not looking for AAA-quality, but I do expect a certain quality standard. Starting mass production of assets (various humanoid and animal skeletal meshes--including rough texturing, rigging and preliminary animations--items based off of SRD5e, and structural/environmental static meshes) will be first priority. After which, animation of skeletal meshes and textures may then be brought closer to production quality.

     

    Must have a legal license for your preferred software if not using freeware (Blender, etc.)
    Ideally will also be familiar with the work flow involved in properly exporting to FBX format for import into UE4.

     

     

    VIDEO DEMONSTRATION OF CURRENT PROCESS**

    Just a quick example of some "GM" functionality.  Obviously, this is using totally stock assets, etc.

    http://theherosaga.com/uploads/Demonstration.mp4

     

    **Video from "player character" perspective was brought closer for the sake of clearer video (used a free online recording application, so quality was a concern lol)

     

    CONTACT INFORMATION

    If you'd like to assist on the project, I can be reached at admin@theherosaga.com, facebook.com/theherosaga, or of course here :-)

     

     

    Thank you!


  2. To understand where I'm coming from, let me explain my situation.

    I have a project in the early works. One of my main features is allowing a player to create his own game world to play in, all the way to atmosphere control (lighting, fog, ambient noise, etc). Iwant to give preset values for these that create "common" atmospheres. For example, "Clear morning," or "evening mist" etc.

    Being color blind, I don't feel I'm the right person to say "yep, those are the appropriate mixtures of color for that!" God forbid my gray fog actually be pink:-)

    So,knowing that, I have a few people I've shared my project with that are excited for it, and would be willing to test out the settings to find good preset values... how could I legally accept this sort of volunteer help without being bit in the rear should I be fortunate enough to later profit from the game?

    I have no problem offering compensation to those who donate substantial help, but this is comparatively minor, and I feel giving them a free copy of the completed product would be sufficient.

    Is there any standard way to formalize an agreement that either:
    1) this work is strictly voluntary and I'm not obligated to pay, or
    2) the fact I'm going to give you a free copy of the game on completion IS fulfilling that obligation?

  3. Well, first off, thank you all for much more informative answers than I actually expected to get (the internet has finally made even this blunt cynic a little gun shy in terms of asking for help)!

     

    I will definitely keep the extra suggestions in mind when I'm a bit further down the road, but as I'm nowhere near competent enough to warrant money spending, I'll still with Blender, since you all agree that it still reigns king of the free market! 

     

     

    Again, thanks all!


  4. Good evening, all.

     

    I'm a previous member (can't remember details from that many years back) who has decided to return to the forums to make a serious attempt at some small indie projects.

     

    The last time I was here, at least 5 years ago, the craze for 3d modeling was Blender (or Maya, 3DMax, etc. for premium)...  As I've not kept up with the times, I'm curious, has this changed?  Is Blender still the go-to recommendation for aspiring students of 3d modelling?  If not, what are the current trends according to GameDev members?

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